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    Graphics Programming weekly - Issue 84 — May 12, 2019 Axis-Aligned Bounding Octahedra and The 7-Sided AABB describes an alternative bounding structure that is based around axis aligned triangles starts with 2D example and extends the concepts to 3D comparison against other bound object representations wayback-archive [video] Technical Papers Preview: SIGGRAPH 2019 overview video of papers that will be presented at SIGGRAPH 2019 Cross-Platform Shader Handling describes the cross-platform shader pipeline mix of json description files for state / constants / vertex layout / … code generator used to generate the final shader for compilation cross-compilation pipeline for platforms that don’t support HLSL wayback-archive What’s New in Android: Q Beta 3 & More Vulkan 1.1 will be a requirement on 64-bit devices starting with Android Q Thermal API will be added to allow games to react to thermal status changes wayback-archive Introducing TensorFlow Graphics: Computer Graphics Meets Deep Learning tour of TensorFlow Graphics allows to define 3D scenes and run training on them system to allow bi-directional machine learning techniques wayback-archive Why are 2D vector graphics so much harder than 3D? presents the history of 2D printing and font formats shows problems with implicit curve evaluations discussion of implicit surfaces in regards to 2D rendering wayback-archive How we made Neon Noir - Ray Traced Reflections in CRYENGINE and more! interview describing the reflections that have been implemented in the Neon Noir Demo merging voxel and ray tracing data only tracing rays for mirror-like surfaces and the beginning of rays, otherwise tracing voxels instead wayback-archive Hierarchical Russian Roulette for Vertex Connections a method based on stochastic light culling hierarchical Russian Roulette using an approximate scattering lobe does not support perfectly specular surfaces wayback-archive Fur Shader Tutorial brief Unity example that shows how to render a basic fur look combination of vertex offsets and alpha blending wayback-archive Shader games with Vulkan overview about how to design a game to run all logic in Vulkan shaders compute shaders to run the game logic and updating the game state draw management is done using a compute shader and draw indirect is used for the final draw submission wayback-archive Part 3: DDGI Overview Dynamic Diffuse Global Illumination overview of the evolution of several indirect illumination techniques how the method tries to solve the problem of Irradiance Probes summary of the implementation and evaluation in different scene contexts wayback-archive Reverse engineering the rendering of The Witcher 3, part 14 - cirrus clouds reverse-engineering the cloud rendering of The Witcher uses a texture based approach, including normal mapping the clouds uses a sky gradient to lighten the clouds close to the sun wayback-archive Dithering explains how to apply a screenspace Bayer dithering pattern in Unity wayback-archive Thanks to Aras Pranckevicius for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more https://ift.tt/eA8V8J

    Axis-Aligned Bounding Octahedra and The 7-Sided AABB describes an alternative bounding structure that is based around axis aligned triangles starts with 2D example and extends the concepts to 3D comparison against other bound object representations wayback-archive [video] Technical Papers Preview: SIGGRAPH 2019 overview video of papers that will be presented at SIGGRAPH 2019 Cross-Platform Shader Handling describes the cross-platform shader pipeline mix of json description files for state / constants / vertex layout / … code generator used to generate the final shader for compilation cross-compilation pipeline for platforms that don’t support HLSL wayback-archive What’s New in Android: Q Beta 3 & More Vulkan 1.1 will be a requirement on 64-bit devices starting with Android Q Thermal API will be added to allow games to react to thermal status changes wayback-archive Introducing TensorFlow Graphics: Computer Graphics Meets Deep Learning tour of TensorFlow Graphics allows to define 3D scenes and run training on them system to allow bi-directional machine learning techniques wayback-archive Why are 2D vector graphics so much harder than 3D? presents the history of 2D printing and font formats shows problems with implicit curve evaluations discussion of implicit surfaces in regards to 2D rendering wayback-archive How we made Neon Noir - Ray Traced Reflections in CRYENGINE and more! interview describing the reflections that have been implemented in the Neon Noir Demo merging voxel and ray tracing data only tracing rays for mirror-like surfaces and the beginning of rays, otherwise tracing voxels instead wayback-archive Hierarchical Russian Roulette for Vertex Connections a method based on stochastic light culling hierarchical Russian Roulette using an approximate scattering lobe does not support perfectly specular surfaces wayback-archive Fur Shader Tutorial brief Unity example that shows how to render a basic fur look combination of vertex offsets and alpha blending wayback-archive Shader games with Vulkan overview about how to design a game to run all logic in Vulkan shaders compute shaders to run the game logic and updating the game state draw management is done using a compute shader and draw indirect is used for the final draw submission wayback-archive Part 3: DDGI Overview Dynamic Diffuse Global Illumination overview of the evolution of several indirect illumination techniques how the method tries to solve the problem of Irradiance Probes summary of the implementation and evaluation in different scene contexts wayback-archive Reverse engineering the rendering of The Witcher 3, part 14 - cirrus clouds reverse-engineering the cloud rendering of The Witcher uses a texture based approach, including normal mapping the clouds uses a sky gradient to lighten the clouds close to the sun wayback-archive Dithering explains how to apply a screenspace Bayer dithering pattern in Unity wayback-archive Thanks to Aras Pranckevicius for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more

    from GameDev.net http://bit.ly/2Q40CEr

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